Protect(プロテス, Purotesu?), also known as Fog, Armor, Shield, or Safe, is a recurring White Magic, and later in the Final Fantasy series, a Green Magick, spell. It appears in various games in the series, and it generally halves all physical damage dealt to the target. In all cases it increases a target's resistance to physical attack, but in some games, like Final Fantasy XI, it increases the Defense of a single character by 10. Some games feature a stronger spell called Protectga.

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Protect, also known as FOG in the NES release and Shld1 in the Final Fantasy Origins release, is a level 1 White Magic spell which increases the Defense of a single ally by 8 points. Gilgamesh is the only enemy capable of casting this spell.

Protect, also known as Shield in the Origins release, is a White Magic spell which increases the Defense of one or all allies reducing physical damage inflicted by enemies. As the spell's level grows, the spell's effectiveness and success rate increase. The effect can stack, however repeated use on the same unit(s) increases the chance that the spell will miss.

Any character can learn Protect by having them use the Protect Tome (called the Shield Scroll in the Origins release). The spell was bugged in the NES version, only working on the caster. It increases the target's Defense equal to 1/4 of the caster's Spirit stat per level.

Protect Tome

Effect

Allows the target to learn Protect when used outside of battle. Casts Protect VIII on all allies when used in battle.

The enemies Yormungand and Shadow Master can use the spell as well. It has a 75% accuracy and a base power of 5. It increases the target's Defense and Magic Defense, though if the target is using the Defend command, Protect's effects will be negated at the end of the turn. In addition, if a character under Protect changes the items in their hands, Protect is also negated.

Protect, also known as Armor in the North American SNES and PlayStation releases, is a White Magic spell. The spell is not learnable in the SNES North American and Easy Type version of the game. This spell is still used by Zemus's Malice, but the white magic icon has been removed from its name.

In the 2D versions, Protect has a casting time of 0, costs 9 MP with 66% Accuracy. It boosts its target(s) Defense stat by 5 points, up to a maximum of 255, for the duration of the battle. The spell can be manually targeted to either a single target or the entire party without any impact on its effectiveness. Protect can fail frequently when cast by a character with a low Spirit stat and will always fail if its target's Defense is at 255. Dispel does not remove the effect of the spell's Defense increase.

In the 3D versions, the spell sets Protect status on its targets, and can only be applied once. Its MP cost has been boosted to 15.

Asura has access to this spell in the Advance and PSP and 3D versions, while Platinum Toad can also cast the spell.

Protect cannot be learned in the North American and Easy Type SNES versions and it goes by the name of Armor. Zemus's Malice casts it as a part of its attack script, along with Shell. The White Magic icon has been replaced with a blank space, making it appear as if it is an enemy skill.

Protect is hardcoded to have no effect during the final battle against Zeromus. The spell's animation is displayed, but the Defense stat is not modified. This is of little consequence, since Zeromus does not attack physically.

FFIVTAY
Protect follows the same pattern than its previous version, all the White Magic casters can use this magic. Using the Murasame as an item also casts the spell. The spell can be used to target all allies at once. It is also used by the enemies Lord Dragon and Ultima Weapon.

V
Protect, also known as Protes in the Anthology release, is a level 2 White Magic spell that costs 280 gil and can be found in Carwen, Karnak, and Jachol. It uses 3 MP. It is one of the spells that can be cast from the Wonder Wand for free.

Protect is a Support Magic spell which halves physical damage inflicted on the target for a short time. The spell can also be cast with a Protect Stone. Casting Protect in battle increases compatibility with Carbuncle by 1, and with Cerberus by 0.2, but lowers compatibility with Diablos and Eden by 0.2 as well.

XI
Protect is a spell that can be learned by Red Mages, White Mages, Scholars, and Paladins, though because it is such a low level spell it can be used by many characters with any of these Jobs as a Support Job. It is the earliest in a line of spells that go up to Protect V. Protect grants a flat +10 Defense.

The character is enveloped in a magick field, increasing defense and reducing physical damage taken. The effect is temporary.

—Final Fantasy XII

Protect reduces physical damage by a third and is on the Green Magick 1 license which requires 25 LP to unlock. It can bought at Rabanastre, Nalbina, and Bhujerba for 200 gil. Protectga can also be learned in this game which casts Protect on the whole party. It requires the 'Green Magick License 7' and costs 105 LP. It can be bought in Balfonheim for 9400 gil.

In the International Zodiac Job System version, Protect is listed as White Magick 3 License, along with Shell. It can be used by the job classes White Mage and Red Mage. Protectga is White Magick 12 License, and can only be obtained from a chest in the Necrohol of Nabudis. The enemy White Mages can also cast it.

Protect is a Synergist ability which increases one ally's defense by 33% for a short time. It is learned by four characters through advancing as a Synergist in the Crystarium system, those being Hope (Lv1), Lightning (Lv7), Snow (Lv7), and Sazh (Lv9). A stronger spell, Protectra, that raises Defense by 50%, is learned by Fang and Vanille. Both spells expend one ATB bar upon use.

Protect appeared as an ability in the original Final Fantasy XIV. At the initial release, Protect was a Conjurer spell available for use at rank 16. The spell cost 3 action points to set and 9 MP to use. When used, Protect would enhance the physical defense of allies within an area of effect for 30 minutes.

After the release of patch 1.20, Protect remained a Conjurer spell available for use at level 6. Like before, the spell increased the physical defense of all party members within range of the target. In addition, once the player learned the Enhanced Protect trait at level 24, Protect would also increase magic defense akin to the Shell spell.

Protect appears in the relaunch of Final Fantasy XIV as a Conjurer ability available at level 8. The spell raises the physical and magic defense of all allies with radius of the target for a period of 30 minutes. The ability can be used by all classes for cross class, but only the White Mage, Scholar, Astrologian, and Paladin jobs may use the spell as a cross class skill.

In A Realm Reborn, Protect only raised the defense of the target and only once Conjurers and White Mages learned the Proshell trait at level 16, Protect would also increase the magic defense of the party. However, in the Heavensward expansion, Protect's effect was changed, now raising both the physical and magic defense of the targets, allowing all classes to have access to the Proshell effect. In addition, the Proshell trait and status were removed.

TA2
Protect can be learned by a Green Mage from Iron Hammer for 150 AP, and costs 8 MP to cast. Red Mages are also able to learn Shell through Djinn Flyssa and requires the same AP and MP to master and cast.

Protect appears a White Magic spell and costs 2 AP to cast. When the spell is used it increases a characters defense by 50%. Protect can be given to any character by having a Protect Tome in the character's inventory. The spell can be purchased for 1,000 gil in Guera and Urbeth at night, and in Horne after the player defeats Satan.

TFFProtect comes in three levels of power. Protect activates when HP falls below a certain threshold and reduces damage taken for the rest of the stage by a set amount. Protect Lv1 activates when HP falls below 80% and reduces damage by 15%, Protect Lv2 activates when HP falls below 65% and reduces damage by 25%, and Protect Lv3 triggers at 50% HP and reduces damage by 40%. Warrior of Light, Minwu, Cecil, Vivi and Snow learn all three levels of Protect, while Ashe learns Lv2 and Lv3.

FFRK
Protect is a White Magic Ability with a Rarity of ☆. It gives one target Protect, doubling Defense, it can initially be used four times and it can be honed to Rank 5. It can be created by using Minor White Orb x3, Minor Earth Orb x3 and 1000 gil.

This article or section is a stub about an ability in Final Fantasy Record Keeper. You can help the Final Fantasy Wiki by expanding it.

TCGRosa's card, depicting her DS render, is able to use Protect. For the discarding of another Rosa card and Dulling Rosa, Protect prevents Forwards the player controls from taking damage less than their power, until the end of the turn.

Cecil's card depicting his Theatrhythm artwork is able to use Protect Lv3. For the discard of another Cecil card, Protect Lv3 makes all the player's Forwards Active and grants them +10,000 power for the rest of the turn. However it can only be used on the opponent's turn.

Protect appears in Chain of Memories and Re:Chain of Memories as the ability of the Defender card, and raises Sora's defense. It reappears in Birth by Sleep as the first ability of the Goofy D-Link, and in Re:coded as an ability attached to several Keyblades.

It also appears in Kingdom Hearts II Final Mix as an ability attached to the Majestic Mushroom Shield for Goofy. The Majestic Mushroom+ grants Protectra. In Final Mix, instead of raising defense it reduces the damage done by 10%. Protectra reduces damage by 20%.